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  1. [Fixed] Unowned objects can now be fired upon by any empire.
  2. [Fixed] Zooming out from an object disobeyed max zoom distances.
  3. [Fixed] The names of the Propulsion and Gravitics were too long for some zoom distances in the research window.
  4. [Fixed] Ships would not take fuel from planets if there would be too little fuel remaining on the planet.
  5. [Fixed] Settings in the new game menu would get "stuck" with their previous values if untouched.
  6. [Fixed] Solar panels now are able to hold Charge. This fixes a problem where solar panels alone would result in a disabled ship despite there being no warnings.
  7. [Fixed] Multi-Racks will now level with Ship Systems, rather than staying at level 1.
  8. [Fixed] Some error handling code for saves had been erroneously left disabled.
  9. [Fixed] Fixed some minor errors in the tutorial.
  10. [Fixed] Mining Laser power consumption scaled with level.
  11. [Fixed] Changing camera sensitivity would have no impact until restarting the game.
  12. [Fixed] Some packets were using too strict a reliability, which could slow down connections.
  13. [Fixed] Some unused data was left in objects. It has been removed, reducing memory usage slightly.
  14. [Fixed] Players can no longer join into the "Pirates" empire.
  15. [Fixed] The Time text overlapped the top bar buttons if the window was resized during loading.
  16. [Fixed] AI Settings were shown wrong after loading a layout.
  17. [Fixed] Space ports have been given dedicated storage for the materials they transit, increasing their late game effectiveness. As they would likely be far too effective, their trade rate has been halved.
  18. [Fixed] Ships now have a valid owner during hull initialization.
  19. [Fixed] Stealth systems had incorrect hint values, and were overly powerful at high levels.
  20. [Fixed] Removed unnecessary code in the economy, and fixed a reversal in metal/electronics generation.
  21. [Fixed] Fixed a crash related to unowned objects.
  22. [Fixed] The Jump Drive is no longer available at the start of the game.
  23. [Fixed] Fixed issues with the Dry Dock and Military Outpost.
  24. [Fixed] High Sensitivity mice could make it difficult to use the research queue.
  25. [Fixed] Fixed an out-of-bounds error in the research queue.
  26. [Fixed] The resolution drop-down list wasn't recognizing the current resolution.
  27. [Fixed] Salvagers will cease salvaging when full in cargo.
  28. [Fixed] Fixed Ringworlds making saves unloadable.
  29. [Fixed] Marking a design obsolete should instantly hide it from the list with obsolete designs hidden.
  30. [Fixed] When the planet window opens, the ships list is refreshed. (Related to above fix)
  31. [Fixed] The current mod is reset to "Standard Game" upon exiting a game. Fixing tutorial being re-played when quickstarting after playing the tutorial.
  32. [Fixed] Planet queue modification in multiplayer actually works now.
  33. [Fixed] AIs were trying to create fleets too early into the game.
  34. [Fixed] Missile Racks now correctly consume ammo.
  35. [Fixed] getSelectedObject(uint) was returning an invalid reference, causing a crash.
  36. [Fixed] Clicking Blueprints with the window open now closes the window.
  37. [Fixed] Ships created by other empires no longer flash into existence for one tick.
  38. [Fixed] Opening multiplayer, closing the window, then trying to start a game should no longer crash.
  39. [Fixed] Cancelling while loading a multiplayer game (or having the connection refused) should no longer crash.
  40. [Fixed] Undocking objects no longer bugs their positions in incomprehensible ways.
  41. [Fixed] Contacting the master server should be somewhat more reliable.
  42. [Fixed] Starting the game paused no longer results in planets appearing inside their stars.
  43. [Fixed] System Names were not loading properly for mods.
  44. [Fixed] Ship explosion sounds were playing in the distance, resulting in the sound system getting overloaded as the game progressed.
  45. [Fixed] Pinned objects now save and load.
  46. [Fixed] Fixed a crash on close related to loading a save with ships that have no guns.
  47. [Fixed] Planetary economies ran at different speeds at different tick rates.
  48. [Fixed] Planet window now correctly displays available workers like the tooltip states.
  49. [Fixed] The governor now also keeps track of workers needed for currently disabled buildings when deciding whether to build cities.
  50. [Fixed] Immobile objects were improperly banned from docking. Now, only planets are banned from docking.
  51. [Fixed] Designs made by the AI scripts (including default designs) were unable to use sub system modifiers.
  52. [Fixed] Multiplayer was working only at the whim of your system memory's default state. Oops.
  53. [Fixed] AIs should no longer build ships they don't understand.
  54. [Fixed] Empire stats in multiplayer are now received correctly.
  55. [Fixed] Constructions were building at 50% per second when out of a resource, rather than 5%. Should fix the "stuck at 97%/99%" issue for some things.
  56. [Fixed] Ships' auto-targeting (not defend order) was checking the galaxy's objects, rather than the local system.
  57. [Fixed] The AI was not developing its homeworld, putting it at a massive disadvantage early on.
  58. [Fixed] The Balanced World had an incorrect setting for cities, which caused problems with the economy.
  59. [Fixed] Pinned objects were broken when loaded from a save.
  60. [Fixed] Jump Drives work.
  61. [Fixed] The camera no longer removes objects from the view in small galaxies.
  62. [Fixed] Pre-damage Order was not being loaded correctly, causing hulls to be hit before armor at times.
  63. [Fixed] Docked objects weren't being saved. Saves from older games will properly show 0 ship storage used.
  64. [Fixed] BuildPerN and BuildN (when n was larger than 1) were not working.
  65. [Fixed] A minor check against cheating caused AI worlds to not develop, putting them at an unbelievable disadvantage. Prepare yourselves.
  66. [Fixed] Fixed typos in planetary cannon and space port descriptions.
  67. [Fixed] Jump Drives were always available, and did not improve with technology.
  68. [Fixed] Disconnect notifications were not being sent and disconnected players were not giving up control of their empires to the AI. (Leading to new players not being able to take over)
  69. [Fixed] In Multiplayer, players were able to see the orders given to ships controlled by other empires.
  70. [Fixed] The tooltips shown on the planet window when hovering above a building in the "Manage Queue" tab will now always show the correct structure information.
  71. [Fixed] Heartbeats to the master server would stop after a single timed out connection, causing live servers to be de-listed.
  72. [Fixed] Fixed loading of Unicode files. Fixes issues with some double-byte languages.
  73. [Fixed] Object AI access should be more stable. (Improves fleet window stability)
  74. [Fixed] Ships were showing up with the wrong icon/scale for clients in multiplayer.
  75. [Fixed] Movement lines are now displayed for clients in multiplayer.
  76. [Fixed] The rally point line now scales properly with camera distance and is colored differently from movement lines.
  77. [Fixed] The movement solver had a slight logic error leading it to be completely broken. It should behave much better now!
  78. [Fixed] Shields now properly links to Stealth.
  79. [Fixed] Disabled ships are now removed from hotkey groups.
  80. [Fixed] AIs now correctly load Ship Designs. Fixes issues with AIs not expanding.
  81. [Fixed] Jump Drives will no longer be considered when calculating maximum firing range. (Fixes issues with ships not approaching targets)
  82. [Fixed] The tutorial now saves the active page, and returns to that page upon loading.
  83. [Fixed] It should be nearly impossible to start in a bad system (Supernova/Quasar) or in the same system as another empire.
  84. [Changed] Rebalanced all weapons' firing rates. Overall, damage should be reduced late game, and all weapons should produce similar damage rates.
  85. [Changed] Ship rotation should be far, far faster for larger ships, and mildly faster for smaller ships. Further, ships beyond scale 3600 will turn no slower.
  86. [Changed] All sub systems gain 25% of their base health per level, if they weren't already increasing health per level.
  87. [Changed] Effectiveness gains per level have been reduced to 1.4x per level from 1.5x.
  88. [Changed] All weapons now get longer-ranged with scale.
  89. [Changed] Armor can now be scaled for finer control, and to avoid spamming copies of armor.
  90. [Changed] Coolant System effectiveness scales to 2x with level, rather than becoming progressively more insane.
  91. [Changed] Star explosion effects no longer have a long delay before playing.
  92. [Changed] There is now a minimum zoom in distance for tiny objects, preventing issues of the camera getting locked in place.
  93. [Changed] Moved the Sub System information panel in the layout editor. Is now larger.
  94. [Changed] Vertical/Horizontal sensitivity is now set in 0.05 increments, rather than 0.1.
  95. [Changed] Salvagers grant equipped ships a Deposit Metals order, which should improve their automation.
  96. [Changed] Movement lines are visible from far away, and at least one line will always display with units selected.
  97. [Changed] Selected objects' icons are now whiter, and visible much further out.
  98. [Changed] The New Game menu has been re-ordered a bit.
  99. [Changed] You can now select objects much further away.
  100. [Changed] You can now see objects much further away.
  101. [Changed] Locales now override entries in English.txt, to prevent incomplete translations from having lots of #TT_Something throughout the game.
  102. [Changed] Bussard Ramscoops now level with Particle Physics (giving that technology a purpose)
  103. [Changed] Bussard Ramjets now require both Particle Physics and Engines to level up
  104. [Changed] Changed visibility rules in the galaxy: Objects maintain the visibility they had to the player after leaving a system.
  105. [Changed] Planet Capitols now only cost labor, so they can be built on any colony with people, regardless of resource income rates.
  106. [Changed] Changed AI build priorities to help avoid them getting stuck not expanding.
  107. [Changed] Changed the brown empire color to something more visible.
  108. [Changed] Updated French translation (has text for this version).
  109. [Changed] Updated German translation (has text for this version).
  110. [Changed] When selecting a governor from the right-click menu, automatically turn the governor on too.
  111. [Changed] System Ring color/image is better managed now. (Coloration should match the true 'owner' better)
  112. [Changed] Moved empire bank display to the left of the screen, between the research ticker and the pinned object list.
  113. [Changed] Jump Drive range has been rebalanced. Larger ships, and larger jump drives, will have longer range.
  114. [Changed] Improved starting effectiveness of the Targeting Sensors. Fixed their extreme modification factor for large sensors on a tiny gun.
  115. [Changed] The time/gametime and paused indicators are now handled in angelscript. This means they are now moddable.
  116. [Changed] Reactive armor was too effective late game.
  117. [Changed] Moved time/gametime indicators to the right edge of the screen, properly centered top bar.
  118. [Changed] When rallying to a ship that is part of a fleet, newly constructed ships will now automatically join that fleet.
  119. [Changed] Creating a new fleet with 'f' now behaves more intelligently (eg does not add ships to multiple fleets).
  120. [Changed] Fleets will now move together between systems, unless ordered to leave a system with an enemy presence.
  121. [Changed] When box-selecting a fleet, the subselection is always set to the fleet leader.
  122. [Changed] Fleet icons now scale with camera distance (up to a point), so fleets are easier to spot.
  123. [Changed] Planets remain semi-visible after leaving the system they were in.
  124. [Changed] Upon leaving a system, the indicator ring will change to match what is left after you leave.
  125. [Changed] Ringworld Structures are now 10x larger. 100 such large structures can be placed on a ringworld, giving an effective 1000 structure slots.
  126. [Changed] Updated German translation for 1.0.1.0
  127. [Changed] Updated Italian localization for 1.0.1.0
  128. [Changed] Updated French localization for 1.0.1.0
  129. [Changed] Right-clicking in the planet queue now removes that item.
  130. [Changed] Structure Built events will no longer be shown in the ticker.
  131. [Changed] When a ship has only a single tool to use, Use Tool... becomes Use Tool... <tool>. No need to open the sub menu.
  132. [Changed] When pressing the renovate button on the planet window, renovate all structures of that same type.
  133. [Added] Added information to many sub systems to make their mechanics clearer.
  134. [Added] In AI Settings, the min/max level is shown as a numerical % beside the bar.
  135. [Added] Added a button to the blueprints list to toggle the obsolete state on a blueprint.
  136. [Added] Planet queues can now be controlled in multiplayer.
  137. [Added] Planet governors can now be toggled in multiplayer.
  138. [Added] Added lots of new pages to the tutorial covering many requested areas.
  139. [Added] Added additional hint information to various weapons.
  140. [Added] Added a drop-down box to the options menu to change resolution.
  141. [Added] Added "Flight Time" stat to the layout editor. Shows how long the ship can run with its fuel use/capacity.
  142. [Added] Added script find functions. See http://forums.blind-mind.com/index.php?topic=570.0 for details.
  143. [Added] Added script functions to iterate through selected objects. See http://forums.blind-mind.com/index.php?topic=573.0
  144. [Added] Added an option to the config file to control panning speed.
  145. [Added] Added panning speed to the options menu.
  146. [Added] Added zoom speed to the options menu.
  147. [Added] Added autosave interval to the options menu.
  148. [Added] Added a checkbox to toggle zoom out behavior between current and Supreme Commander-like zoom out. Defaults to SupCom style.
  149. [Added] Added new system ring images to differentiate between statuses of systems. (e.g. Has Planets vs Has Ships Only)
  150. [Added] Added the version number to the Main Menu (in the top right).
  151. [Added] The AI now utilizes a wider variety of designs.
  152. [Added] Layout AI settings are now exported/imported.
  153. [Added] Added a toggle to enable/disable a threading compatibility mode. Should make it easier for people experiencing early freezes to correct the issue.
  154. [Added] Added a nickname box to the multiplayer window.
  155. [Added] Added a refresh button to the multiplayer window.
  156. [Added] Added a "Public Server" checkbox. Disabling this will prevent your server from being listed on the server list.
  157. [Added] Added an action (bindable to a key) to reset the view's roll to default.
  158. [Added] Middle-mouse click on an object focuses it and resets the camera's roll.
  159. [Added] Added some localization strings.
  160. [Added] System names are now loaded from a text file (Game Data/systemNames.txt), one per line. Mods can overload the file to use their own names.
  161. [Added] Added approx. 100 system names.
  162. [Added] Added option to change the AI difficulty from 0 (Easy) through to 5 (Hard). 2 is behaves as it did before. Affects how often they think, and a few other things. The tutorial uses difficulty 0 now to minimize the possibility of the AI interfering.
  163. [Added] Sub Systems can now use tags beginning with Restrict: (e.g. Restrict:Engine) to prevent Sub Systems with the specified tag from being used in the design.
  164. [Added] The bottom-right box now shows quantities for each type of object selected, as well as names of each planet selected. You may also interact with individual sub-groups with the mouse and key modifiers (ctrl and shift)
  165. [Added] Added a scroll to select the scale for new sub systems, to allow rapidly adding many of a specific size.
  166. [Added] More resolutions are available in the resolutions option list.
  167. [Added] Added planet queue Save/Load/Clear functionality and accompanying buttons.
  168. [Added] Added an empire message whenever research is completed.
  169. [Added] Control clicking on a ship design to build in the planet window will pop up a dialog to specify the exact amount of ships you want to build.
  170. [Added] The import button on the blueprint window now pops up a dialog with a list of saved blueprints to import.
  171. [Added] Added planet event callbacks. See http://forums.blind-mind.com/index.php?topic=810.msg4864#msg4864
  172. [Added] Added French localization, thanks to the community.
  173. [Added] The scale of a ship is now displayed after its name on the mouse overlay text.
  174. [Added] Updated to the newest version of RakNet (networking library).
  175. [Added] Added a Station Hull: Strong with lots of internal space. Unable to equip engines. Expensive for small designs, cheap for large.
  176. [Added] Added the ability to pick from various planet governors.
  177. [Added] Added 11 new planet textures; 8 desert-like, 3 earth-like.
  178. [Added] The empire bank resource counts are now displayed in the top right of the screen. They are colored red or green depending on whether your reserves of that resource are growing or shrinking.
  179. [Added] Stars trigger a timed effect on objects in their system upon dying. The effect name is "star_damage", lasting 10 seconds, and passing no variables. The effect is delayed 1 second per 50 units from the star when the star exploded.
  180. [Added] Added localization support for the Right Click Menu
  181. [Added] You may change governor settings from the Right Click Menu now.
  182. [Added] Added a Disband Fleet command to the Right Click Menu.
  183. [Added] Added the Galactic Capitol, a structure that cannot be built. In the default map, you will start with one on your homeworld. Acts as a Planet Capitol, but produces resources 10x faster.
  184. [Added] The direct connect inputs now reflect the ip/port of the selected server in the server list.
  185. [Added] Added a language option to the options menu.
  186. [Added] Empire Settings can be changed in multiplayer (e.g. New Colonies use Governor, Civil Acts).
  187. [Added] Added button under empire bank display to toggle between displaying stored resources and income rates.
  188. [Added] Added German translation thanks to the community.
  189. [Added] Added basic Fleets window. (Unstable and unfinished. Press 'U' to access)
  190. [Added] Integrated Planet and Research window upgrades from the UI Mod (Thanks Sajuukhar)
  191. [Added] The bottom-right selection box now shows how many objects are selected in total at the bottom too.
  192. [Added] Added an "AI Cheats" option. Cheating AIs generate resources from nothing, and can see all systems at all times.
  193. [Added] Movement lines are now displayed when ships in motion are hovered over.
  194. [Added] When multiple ships are selected, use tab to cycle the primary target between them (subselection). The primary target will display its movement line and will have its info shown in the object info panel.
  195. [Added] Added default governor type for new planets setting to empire window.
  196. [Added] Added Italian translation.
  197. [Added] Added escape menu localization strings.
  198. [Added] Colony ships now coordinate with each other so they will not attempt to colonize planets that another colonizer (from the same empire) is already heading towards.
  199. [Added] Auto-colonizing a system or planet with insufficient colonizers now marks the remaining planets to be colonized by future idle colonizers.
  200. [Added] There is now a subsystem damage report panel underneath/integrated with the selected object panel, it displays the hitpoint totals of either all the subsystems or the subsystems collapsed into categories of the currently selected/subselected ship.
  201. [Added] Game speed display and control buttons are now on the top right of the screen.
  202. [Added] Governor type is now displayed in the mouseover info text for planets.
  203. [Added] Added Polish translation for 1.0.1.0
  204. [Added] Planets now receive 0-2 random conditions that affect how effective/strong/costly structures built there will be. The conditions possible for a planet are based on its type, so lava planets will never be frigid, and desert planets won't be covered in plants. The conditions are currently unknown until you colonize the planet, although we will add ways to scan planets in future patches. You may see the conditions on a planet by mousing over it, or in more detail in the planet window.
  205. [Added] Button in the empire window that leads to the now-stable fleets window.
  206. [Added] Added a new sub system/weapon: Boarding party. Allows the capture of enemy ships, as well as disabled ships that aren't heavily damaged.
  207. [Removed] Due to various conflicts with rapid engine changes, removed Sajuukhar's UI mod.
  208. [Removed] Removed some unused data in objects that should reduce memory usage.
  209. [Removed] Removed unused images.
  210. [Removed] Removed Ships Rumble option, as it had no effect.
  211. [Removed] Removed Volatile Galaxy, as it didn't function.
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